Showing posts with label Second Life. Show all posts
Showing posts with label Second Life. Show all posts

October 27, 2021

Metaverse Arriving Soon

This little guy looks like he's right out of the Metaverse. 

Follow me and let's hang out, play video games, have a meeting, or do a little shopping. 

It's a world within our world and nothing is beyond your imagination!  ;-)

(Credit Photo: Andy Blumenthal)


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April 3, 2010

Reality Trumps Virtuality

What a crazy news story (reported through South Korean news media)—and true. This South Korean couple, addicted to a video game, ends up starving their 3-month old child to death.

The video game that the couple was addicted to happened to be about raising a virtual child—of all things.

The couple—a 41 year old father and 25 year old mother were both unemployed—and fed their child only once a day, while they spent 4-6 hours a day playing games at the Internet café.

When the child died, the couple was playing video games all night long.

This is an unbelievably tragic story that defies logic, where troubled parents caught in the web of the virtual world, abrogate their responsibilities to themselves and their child in the real world.

So are these two parents just a bunch of whack jobs…an oddity that we shake our heads at disapproving or is this something more?

While the American Medical Association has so far declined to include Internet Addiction Disorder in the Diagnostic Statistical Manual, pending further study, we know that we as a society have become in a sense obsessed (although maybe not yet clinically) with everything online—getting information, communicating, networking, shopping, and gaming—and for the most part, we love it!

Some programs like Second Life even go so far as to create virtual worlds where people interact with each other through avatars. They meet, socialize, and participate in activities in a world of only composed of 3-D models—where reality is what programmers make of it—in a coding sense.

Social networks, like Facebook, MySpace, LinkedIn, and numerous specialized online communities—for all sorts of shared interests from books to music, dating to investing, and philanthropy to travel—are available to chose from and are widely popular destinations.

It seems truly that many people have become more comfortable living in the IP address on the World Wide Web than at their street address within their true day-to-day realities. Their chosen avatars, pseudo-names, and online profiles often far more exciting then the persons, occupations, and lifestyle they physically inhabit. The virtual world has become an escape for many, and a place many are all too happy to engross themselves in 2, 4, 6 or more hours a day.

What happens to the occupants of our real world, when we choose to retreat to virtual worlds?

Well at the extreme is the fate of the 3-month old baby who died of neglect and hunger. More common are spouses and children, and others—family, friends and associates—who are increasingly physically and emotionally distant.

Our connection to people in real life—around us—are traded in for long-distance, abstract, and virtual relationships with people we often hardly know on the Internet.

We routinely trade emails, instant messages, tweets, and blog comments, with people who we hardly know—often do not even know people’s real names and cannot pronounce their presumed cities of residence.

While the Internet is in many ways miraculous in its ability to bring us together—across time and space, in other ways it can potentially substitute the surreal for the real, the meaningless for the meaningful, and empty chatter with people we barely know and never really will for true giving with people we absolutely care about.

At the extreme, we cannot let real children die because we are hiding in cyberspace feeding our virtual addiction. In more common terms, we must not trade our most important real world relationships and activities for those that are phantom experiences in cyberspace.

It is great to extend our reach with the Internet, but it is not okay to do so at the expense of those that are truly at arms reach. We must find a balance between the two worlds we now live in—real and virtual!

While there is every reason to love the Internet—communication, connection, and convenience—it has also become a retreat from people’s very real world problems.

When Online, people are not hungry, not sick, not unemployed, not lonely, not judged—instead they are in a sense one with everybody else in a common pool of bite and bytes—where no one knows them or their situations. Online, they are anonymous, no ones and at the same time anyone they want to be.

The Internet is a great place to be—to escape to—sort of the like the Holodeck on the Star Trek. Choose your program—and you can be in any time and at any place—interacting with anybody. It is not real, but it feels real when you are there.

I remember when I used to watch Star Trek and be fascinated by the experiences the characters had when they went into the Holodeck’s alternate reality. At the same time (and I think this was the intention of the show), after awhile I found myself wanting the characters to get back to reality and deal with the issues that they truly had to face. Somehow watching them escape “too much” wasn’t very satisfying.

To me, real relationships, even with and maybe because of their inherent challenges and tests, is more satisfying than virtuality, because of the deeper impact of the actions and interactions. Cyberspace is a great augmented reality, but it cannot replace reality.

In the end, being online is a nice place to visit (and there are a lot of benefits to being there), but I wouldn’t want to live there all the time and miss the real fun.


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September 21, 2009

Testing EA in Virtual Reality

In enterprise architecture, we develop IT targets and plans for the organization, but these are usually not tested in any meaningful or significant way, since they are “future tense”.

Wouldn’t it be incredible to be able to actually test EA hypotheses, targets, and plans in a virtual environment before actually setting off the organization in a specific direction that can have huge implications for its ability to conduct business and achieve results?

MIT Technology Review, in an article entitled “The Fleecing of the Avatars” (Jan/Feb 2008) addresses how virtual reality is being used to a greater extent to mimic and test reality.

One example of the booming virtual world is Second Life, run by Linden Labs. It has 10,000,000 subscribers and “about 50,000 are online at any one time.” In this virtual world, subscribers playing roles as avatars “gather to role-play reenactments of obscure digital Star Trek cartoon episodes, build and buy digital homes and furniture, and hang out on digital beaches.”

However, more and more virtual worlds, like Second Life, are being used by real world mainstream businesses. For example, many companies are developing a presence in the virtual world, such as Dell with a sales office in Second Life, Reebok a store, and IBM maintains business centers in this virtual world. Further, “the World Bank presented a report in Second Life about business development.”

“But big companies like Sun, Reebok, and IBM don’t really do business in virtual worlds; they ‘tunnel’ into them. [In other words,] To close a deal, you need to step out of the ‘sim’ and into the traditional Sun or Reebok or IBM website.”

The development of company’s virtual presence online and their connection back to the real world is potentially a precursor to planning disciplines like EA testing out hypotheses of targets and plans in virtual reality and then actually implementing these back in the real organization.

Others are actually planning to use virtual worlds to test and conduct research. So there is precedent for other disciplines such as EA. For example, Cornell’s Robert Bloomfield, an experimental economist, “conducts lab research—allowing 20 students to make simulated stock trades using real money…and seeing how regulatory changes affect their behavior. He envisions a day when he can do larger studies by setting up parallel virtual worlds. ‘I could create two virtual worlds, one with legal structure, one with another, and compare them…I might lower the capital-gains tax in one and see how business responds. There are things I can’t do with 20 people in a classroom but I can do with 2,000 or 20,000 people in a virtual world.”

Could enterprise architecture do something similar in a virtual world? For example, could we test how business processes need to change when new technology is introduced or how information sharing improves with better architectures for discovering and exchanging data? How about testing people’s reactions and behavior to new systems in a broader virtual world instead of with a more limited number of customers in user acceptance testing? Another possibility is testing the effectiveness of new IT security in a virtual world of gamers and hackers?

Modeling and simulation (M&S) can improve enterprise architecture by testing plans before deploying them. We need to to hire and train people with knowledge, skills, and experience in the M&S discipline and with tools that support this. Then we can test hypothetical return on investment for new IT investments before we open our organizational wallets.


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September 15, 2009

Happy Birthday Internet

On September 2, 2009, the Internet celebrated its fortieth birthday.

ComputerWorld (14 Sept. 2009) reports that 40 years ago “computer scientists created the first network connection, a link between two computers at the University of California, Los Angeles.” This was the culmination of research funded by the Defense Advanced Research Projects Agency (DARPA) in the 1960s.

This information technology milestone was followed by another, less than two months later, on October 29 1969, when Leonard Kleinrock "sent a message from UCLA to a node at the Sanford Research Institute in Palo Alto, California."

While the Internet conceptually become a reality four decades ago, it didn’t really go mainstream until almost the 1990’s—with the founding of the World Wide Web project in 1989, AOL for DOS in 1991, and the Mosaic browser in 1993.

Now, I can barely remember what life was like before the Internet. Like the black and white pictures of yester-year: life was simple and composed, but also sort of lifeless, more boring indeed, and less colorful for sure. In other words, I wouldn’t want to go back.

Also, before the Internet, the world was a lot smaller. Even with connections to others far away—by phone and by plane—people’s day-to-day connections were more limited to those in close proximity—on their block, down on Main Street, or in and around town. It took an extra effort to communicate, share, deal, and interchange with people beyond the immediate area.

At present with the Internet, every email, chat, information share, e-commerce transaction, social media exchange, and application are a blast across the reaches of cyberspace. And like the vastness of the outer space beyond planet Earth, cyber space represents seemingly endless connectivity to others over the Internet.

What will the Next Generation Internet (NGI) bring us?

ComputerWorld suggests the following—many of which are already with us today:

  • Improved mobility—like “showing you things about where you are” (for example, where’s the nearest restaurant, restroom, or service station or even where are your friends and family members).
  • Greater information access—“point your mobile phone at a billboard, and you’ll see more information” about a particular advertisement.
  • Better e-commerce—“use the Internet to immediately pay for goods.”
  • Enhanced visualization—Internet will “take on a much more three-dimensional look.”

I believe the future Internet is going to be like Second Life on steroids with a virtual environment that is completely immersive—interactive with all five senses and like speaking with Hal the computer, answering your every question and responding to your every need.

It’s going to be great and I’m looking forward to saying “Happy Birthday Internet” for many more decades, assuming we don’t all blow ourselves out of the sky first.


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August 11, 2007

Virtual Relationships and Enterprise Architecture

User-centric EA is based on establishing relationships. There are relationships with stakeholders, which includes understanding their information and governance needs and working to fulfill those. There are also relationships with subject matter experts in both the business and technical areas of the enterprise -- since EA bridges the worlds of mission-business and technology, the chief Enterprise Architect must build relationships in both worlds and facilitate information flow (discovery and exchange) between them and into architecture and planning products for the organization.

EA relationships are real, not virtual

Virtual world online games, such as Second Life, have simulated seemingly all facets of human existence, even relationships. The Wall Street Journal, on August 10, 2007 reports that studies show that "virtual relationships mirror real life...people respond to interactive technology on social and emotional levels much more than we ever thought...on a neurological level, players may not distinguish between virtual and real world relationships studies suggest."

However virtual relationships are not real relationships, which is required for User-centric EA. EA requires building genuine real world relationships, gathering requirements, developing user-centric solutions, and communicating on all levels with stakeholders and partners.

Also, EA is not a game (obviously!). It has real world implications for an organization if done correctly (or not). The results of EA can be the difference between executing on mission and pretending to be fat and happy in Second Life.

How important are relationships to your EA program?


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